INST104 Exam 2: Concept 3 - Design and Experiences (Games Design, AR/VR)

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Last updated 3:40 PM on 4/8/26
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14 Terms

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What is a Game?

A problem-solving activity, approached with a playful attitude

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Characteristics of Games

  • Entered willfully

  • Have goals

  • Have conflicts

  • Can be won and lost

  • Have challenge

  • Are interactive

  • Are closed, formal system

  • Engage players

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Four Basic Elements of a Game

  • Mechanics (a.k.a. core mechanics):

    • Procedures and rules of a game

    • Describe the goals, how players can and cannot try to achieve them, and what happens when they try

  • Story

    • Sequence of events that unfolds in a game

    • Linear and pre-scripted, or branching and emergent

  • Aesthetics

    • How a game looks, sounds, smells, tastes, and feels

    • Has most direct impact on game experience

  • Technology

    • Any materials and interactions that make a game possible, such as paper and pencil, plastic chits, or computers.

    • The medium in which aesthetics take place

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Spectrum of Games

  • Entertainment

  • “Edutainment”/Serious Games

  • Education

  • Simulations

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Game Design Basics: The Design of a Game

The main goal is to engage the player:

  • Play

  • Premise

  • Challenge

  • Character

  • Story

  • Dramatic Elements

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Game Design Basics: Working with Formal Elements (pt. 1)

  • Players

    • Invitation to Play

    • Number of Players

    • Roles of Players

    • Player Interaction Patterns

  • Objectives: Define what players are trying to accomplish within the rules of the game

  • Procedures: Who does what, when, and how?

    • System Procedures: physical vs. digital

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Game Design Basics: Working with Formal Elements (pt. 2)

  • Rules: Define game objects and define allowable actions by the players.

    • Rules Defining Objects and Concepts: avoid complexity

    • Rules Restricting Action

    • Rules Determining Effects

  • Resources

    • Lives/Units/Health/Currency/Power-ups/Inventory/Special Terrain/Time

  • Conflict

    • Obstacles/Opponents/Dilemmas

  • Outcome

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The Role of a Game Designer

Game Designers are Iterative Designers

  • Test, play, change, and test again

  • They '“apply rules and systems to something in order to turn it from a toy into a game.” - a Reddit user

  • The most important skill for a game designer is LISTENING!

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What is Immersive Media?

Digital Technology that creates or enhances an environment, either to simulate the physical world or to create something completely new.

*The enemy of immersion is boring. The enemy of immersion is NO FLOW.*

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Traditional vs. Immersive Media

Traditional Media: Audience is typically a passive consumer of the content, with no control over the narrative or environment. (TV, Radio, Movies)

  • Primarily engages with sight and sound

  • Usually follows a linear narrative

  • Mainly for entertainment, info, and education in a more conventional way.

Immersive Media: Users can actively participate and influence the experience (VR, AR)

  • Engages multiple senses; objective is to make a more lifelike experience.

  • Content and narrative is often nonlinear and users are able to choose their own paths/actions.

  • Used not only for entertainment, but education, training, and therapy

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Different Types of Immersive Media

  • Virtual Reality (VR): Creates a simulated environment that can be interactive

  • Augmented Reality (AR): Overlays digital information onto the real world

  • Mixed Reality (MR): Environments where physical and digital objects co-exist and that users can interact with in real-time

  • 360-Degree Videos

  • Interactive Media: Anything that is dependent on the user’s input

  • Extended Reality (XR)

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How We Design for Immersive Media

  • Understand the Audience (i.e. the demographic, psychographic, and behavioral characteristics of a target audience)

  • Natural and Intuitive Interaction: Interactions that mimic real-world behavior are intuitive and thus, the most user-friendly

  • Comfort and Ergonomics: Physical comfort and safety, particularly for devices worn for extended periods

  • Multisensory Engagement and Realism: Immersive Media should utilize visual, auditory, and tactile stimuli to enhance realism.

  • Accessibility and Inclusivity: Designers must ensure that immersive experiences cater to a broad range of abilities.

  • Emotional Connection Through Narrative: Use storytelling to create a deeper emotional connection through immersive narrative that allow users to be a part of the story.

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Concerns for Narration from Steven Spielberg

“it [virtual reality] gives the viewer a lot of latitude not to take direction from the storytellers, but make their own choices of where to look”

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Limitations/Considerations of Narration

  • Spatial Awareness in AR and MR

  • Technical and Performance Considerations

  • Safety and Ethics